Weapons & Armor
- Courier Implant: Store 4 datapads worth of data. Contains the location of a Holocron.
- Brain Implant: +1 Intelligence. Contains a built-in commlink and computer access link.
- Implant Armor: +1 Soak. The armor is subdermal.
- Cybernetic Actuating Arm: +1 Agility.
- Cybernetic Recumbent Leg: +1 Agility.
- Schematic Library Implant: +1 Rank in Mechanics.
- Course Guidance Implant: +1 Rank in Piloting Planetary.
- Surge Override System: Difficulty 2 Discipline check to restart shorted cybernetics. Costs 2 Strain per activated cybernetic.
Vibro Ax (x1): Melee, +10 Damage (3 Base, 6 Brawn, 1 Talent), Crit 1, Range: Engaged. Encum. 4, HP: 3/3.
Critical Injury: +50 (+40 Base, +10 Talent).
Special: Pierce 4 (2 Base, 2 Mods), Sunder, Vicious 4.
- Serrated Edge: Grants Vicious +1.
- Mono-Molecular Edge: Reduces Crit by 1 to a minimum of 1.
- Balanced Hilt: -1 Setback for the wielder. +2 Setback for others, +1 Boost.
Vibro Knife (x1): Melee, +8 Damage (1 Base, 6 Brawn, 1 Talent) Damage, Crit 2, Range: Engaged. Encum. 1, HP 0/2.
Critical Injury: +20 (+10 Base, +10 Talent).
Special: Pierce 2, Vicious 1.
Claws: Brawl, +8 Damage (1 Base, 6 Brawn, 1 Talent) Damage, Crit 3, Range: Engaged. Encum. 0, HP 0/0.
Critical Injury: +10 (+10 Talent).
Special: Disorient 1, Knockdown. Can deal damage as Strain.
Merr-Sonn N-7 Armor: Defence 0/1, Soak 4 (2 Base, 1 Talent, 1 Superior Quality). Encum. 4 (5 base, -1 Superior Quality)
(x) Vacuum Sealed: This allows the user to ignore the effects of a vacuum or poisonous atmospheric environments for up to 10 minutes.
(x) Amphibious Modifications: 9 hours of air. -1 Setback when underwater.
(x) Ion Shielding: +3 Soak vs. Ion damage, +1 Ranged/Melee Defence against Ion weapons.
(x) Superior Quality: -1 Encum., +1 Soak.
(-) Biofeedback System: +4 Strain Threshold.
(x) Utility Arm: +2 Boost dice to Mechanics, take 1 Strain to perform another maneuver.
Laminate Armour: Defence 0/0, Soak 2. Encum. 4, HP 4/4.
Medpac: Use 1 Stimpack per Scene. Encum. 2.
Tool Kit: Perform repairs and can work Mechanics. Encum. 4.
Stimpack (x0): Heals 5 Wounds (-1 per use before rest).
Comlink: Short-Range comms. Ground to low-orbit.
Comms Jammer: Jams communications within 250m, or in a single building, make Difficulty 2 Computers check (more difficult the close to the Jammer they are). Encum. 4.
Surveillance Tagger (x0): Relay location, direction, and velocity over long-distances (dozens of kilometres).
Scanner Goggles: Can see in the dark.
Backpack: +4 Encumbrance Threshold.
Utility Belt: +1 Encumbrance Threshold.
Solar Protection Hat: +1 Boost dice on Resilience checks vs. sunlight.